Ancient Time Dragon

SerpentViolet's page

736 posts. Alias of Heya!.

Does Improved Caster Level add to familiar progression? It would seem to me it should.
Serpent Violet

When achieving a successful grapple maneuver with a whip, does the whip wielder suffer the grappled condition?
Does s/he need both hands to initiate or to maintain the grapple? Both hands to perform other grapple checks on the same target?

Serpent Violet

What about inflicting damage after a grapple? Add favored enemy damage or not?

Serpent Violet

What is conventional regarding favored enemy bonuses while attempting combat maneuvers? My inclination is to add the attack bonus to the CMB and the damage bonus to inflicting damage.

Also, what about using Combat Expertise while performing a combat maneuver? Allowed? At what penalty?

Serpent Violet

What's conventional regarding favored enemy bonuses while performing combat maneuvers? My inclination is to add the attack bonus to the CMB roll and the damage bonus while inflicting damage.

Similarly, what about Combat Expertise? Is that used while performing combat maneuvers?

Serpent Violet

Ok, I hope the sysop can direct me cuz this is my second attempt to 1)get my question in the right place and 2)know where the answers are.

Is there a cap to the first level spell "Frostbite" damage? It says d6 +1 per level but lists no maximum. Potentially it could do as much as d6+20 hp but feels like its damage should be cut off at some point.
It also gets one touch per level with the same problem.
What do you use?


Is there a resource out there with specific pieces of jewelry by price? I want to give my ship's crew gold torcs like Vikings and I don't know what the cost is.

I tried to use channel negative energy to heal my skeleton and harm my foes at the same time and a difference of opinion about the rules came up. I keep saying negative energy is negative energy but the rules say an evil cleric may inflict damage OR heal undead. Is the "or" exclusive and therefore types of use are separate procedures or are these just two uses which can be employed singly or at once?

I would be deeply gratified if some of you found this good enough to adopt this for your own campaign.
Serpent Violet

Kent’s Pandemonium
Enchantment (Compulsion) [Mind-Affecting]
Level Brd 3, Sor/Wiz 4, Trickery 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range Medium 100' +10'/level
Duration 1 round/level
Targets: All creatures in a 15' radius burst
Save: Will negates
Spell Resistance: Yes
This spell causes the targets to become confused, making them unable to independently determine what they will do, even after leaving the area of effect. Each affected creature reacts differently, each round doing a different action or combination of actions from the table below. Victims must save in order to act rationally. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).
Arcane Material Component: A set of three nut shells.
Die Roll(d20)Action
1 Sit
2 Fall asleep
3 Bang head against wall, tree, ground, own weapon, etc.
4 Grieve unknown loss
5 Sing
6 Attempt to command allies
7 Argue with “commander”/with self
8 Attack ally
9 Overbear and/or grapple ally
10 Attack nearest creature
11 Attack caster
12 Flee and hide
13 Panic and act unwisely
14 Drop items in hand and quiver in fear
15 Babble incoherently
16 Surrender
17-18 Act normally
19-20 Roll two results

Base creatures gain HD equal to their master upon becoming familiars. Some, such as Compsognathus and Pseudodragon have a poison attack. Poison DCs are based on HD and Con bonus, sometimes with a racial bonus. It seems to me that familiars should up their poison DCs based on their granted hit dice.


I think the first level arcane spell "shock shield" is underpowered. It lasts the same duration as its companion abjuration spell "shield", yet provides half the shield bonus (+2 instead of +4), just to inflict d6 damage once with a save for half. I would rather it last longer, 10 minutes/level or 1 hour/level. Since its descriptor includes electricity I would even add +2 to saves against electrical attacks for the duration.

Care to chime in? I want a second opinion.

Right now a concentration spell requires a standard action to maintain. Is there a feat that renders this a swift action? Should there be one?
I envision such a feat, with the prerequisite being a high number of ranks in Spellcraft.
Would you allow this in your campaign?
What/how much prerequisites would you use?

I take it tiny and diminutive critters with 0 reach going against small sized and up must move into their opponent's square to attack, provoking an AOO? Isn't there also a rule that they can share a square with a creature two or more sizes larger?
Thanks for your help,

Dear Fellow Gamers,
Just a heads up, I would pay through the nose for a scan of the chits for "Red Arrow, Black Shield" Dungeons and Dragons X10 adventure.
Mark Dude